import pygame
import random
from game_items import *
from game_hud import *
from game_music import *

class Game(object):

    def __init__(self):
        self.main_window = pygame.display.set_mode(SCREEN_RECT.size)
        pygame.display.set_caption("飞机大战")

        self.is_game_over = False
        self.is_pause = False

        self.all_group = pygame.sprite.Group()
        self.enemies_group = pygame.sprite.Group()
        self.supplies_group = pygame.sprite.Group()

        self.all_group.add(Background(False), Background(True))

        self.hud_panel = HudPanel(self.all_group)

        self.create_enemies()

        self.hero = Hero(self.all_group)

        self.hud_panel.show_bomb(self.hero.bomb_count)

        self.create_supplies()

        self.player = MusicPlayer("game_music.ogg")
        self.player.play_music()

    def reset_game(self):
        self.is_game_over = False
        self.is_pause = False
        self.hud_panel.reset_panel()

        self.hero.rect.midbottom = HERO_DEFAULT_MID_BOTTOM

        for enemy in self.enemies_group:
            enemy.kill()

        for bullet in self.hero.bullets_group:
            bullet.kill()

        self.create_enemies()

    def event_handler(self):
        for event in pygame.event.get():
            if not self.is_game_over and not self.is_pause:

                if event.type == BULLET_ENHANCED_OFF_EVENT:
                    self.hero.bullets_kind = 0
                    pygame.time.set_timer(BULLET_ENHANCED_OFF_EVENT, 0)

                if event.type == THROW_SUPPLY_EVENT:
                    self.player.play_sound("supply.wav")

                    supply = random.choice(self.supplies_group.sprites())
                    supply.throw_supply()

                if event.type == HERO_FIRE_EVENT:
                    self.player.play_sound("bullet.wav")
                    self.hero.fire(self.all_group)

                if event.type == HERO_POWER_OFF_EVENT:
                    print("取消无敌状态...")

                    self.hero.is_power = False

                    pygame.time.set_timer(HERO_POWER_OFF_EVENT, 0)

                if event.type == HERO_DEAD_EVENT:
                    print("英雄牺牲了...")

                    self.hud_panel.lives_count -= 1

                    self.hud_panel.show_lives()

                    self.hud_panel.show_bomb(self.hero.bomb_count)

                if event.type == pygame.KEYDOWN and event.key == pygame.K_b:

                    if self.hero.hp > 0 and self.hero.bomb_count > 0:
                        self.player.play_sound("use_bomb.wav")
                    score = self.hero.blowup(self.enemies_group)

                    self.hud_panel.show_bomb(self.hero.bomb_count)

                    if self.hud_panel.increase_score(score):
                        self.create_enemies()
            if event.type == pygame.QUIT:
                return  True
            elif event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
                if self.is_game_over:
                    self.reset_game()
                else:
                    self.is_pause = not self.is_pause

                    self.player.pause_music(self.is_pause)
        return False

    def start(self):
        clock = pygame.time.Clock()
        frame_counter = 0
        while True:
            self.is_game_over = self.hud_panel.lives_count == 0
            if self.event_handler():
                self.hud_panel.save_best_score()
                return
            if self.is_game_over:
                self.hud_panel.panel_pause(True, self.all_group)
            elif self.is_pause:
                self.hud_panel.panel_pause(False, self.all_group)
            else:
                self.hud_panel.panel_resume(self.all_group)

                self.check_collide()

                keys = pygame.key.get_pressed()

                move_hor = keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]

                move_ver = keys[pygame.K_DOWN] - keys[pygame.K_UP]

                frame_counter = (frame_counter + 1) % FRAME_INTERVAL

                self.all_group.update(frame_counter == 0, move_hor, move_ver)
            self.all_group.draw(self.main_window)
            pygame.display.update()
            clock.tick(60)

    def create_enemies(self):

        count = len(self.enemies_group.sprites())

        groups = (self.all_group, self.enemies_group)

        if self.hud_panel.level == 1 and count == 0:
            for i in range(16):
                Enemy(0, 3, *groups)
        elif self.hud_panel.level == 2 and count == 16:

            for enemy in self.enemies_group.sprites():
                enemy.max_speed = 5

            for i in range(8):
                Enemy(0, 5, *groups)
            for i in range(2):
                Enemy(1, 1, *groups)
        elif self.hud_panel.level == 3 and count == 26:  # 关卡 3

            for enemy in self.enemies_group.sprites():
                enemy.max_speed = 7 if enemy.kind == 0 else 3

            for i in range(8):
                Enemy(0, 7, *groups)
            for i in range(2):
                Enemy(1, 3, *groups)
            for i in range(2):
                Enemy(2, 1, *groups)

    def check_collide(self):

        if not self.hero.is_power:
            enemies = pygame.sprite.spritecollide(self.hero,
                                                  self.enemies_group,
                                                  False,
                                                  pygame.sprite.collide_mask)

            enemies = list(filter(lambda x: x.hp > 0, enemies))

            if enemies:

                self.player.play_sound(self.hero.wav_name)
                self.hero.hp = 0
            for enemy in enemies:
                enemy.hp = 0

        hit_enemies = pygame.sprite.groupcollide(self.enemies_group,
                                                     self.hero.bullets_group,
                                                     False, False,
                                                     pygame.sprite.collide_mask)

        for enemy in hit_enemies:

            if enemy.hp <= 0:
                continue

            for bullet in hit_enemies[enemy]:

                bullet.kill()

                enemy.hp -= bullet.damage

                if enemy.hp > 0:
                    continue

                if self.hud_panel.increase_score(enemy.value):

                    self.player.play_sound("upgrade.wav")
                    self.create_enemies()

                    self.player.play_sound(enemy.wav_name)

                break

        supplies = pygame.sprite.spritecollide(self.hero,
                                                self.supplies_group,
                                                False,
                                                pygame.sprite.collide_mask)
        if supplies:
            supply = supplies[0]

            self.player.play_sound(supply.wav_name)

            supply.rect.y = SCREEN_RECT.h

            if supply.kind == 0:
                self.hero.bomb_count += 1
                self.hud_panel.show_bomb(self.hero.bomb_count)
            else:
                self.hero.bullets_kind = 1

                pygame.time.set_timer(BULLET_ENHANCED_OFF_EVENT, 8000)

    def create_supplies(self):

        Supply(0, self.supplies_group, self.all_group)
        Supply(1, self.supplies_group, self.all_group)

        pygame.time.set_timer(THROW_SUPPLY_EVENT, 10000)



if __name__ == '__main__':
    pygame.init()
    Game().start()
    pygame.quit()